/Engine/Source/Editor/Blutility/Public/EditorUtilitySubsystem.h
Given an editor utility widget blueprint, get the widget it creates. This will return a null pointer if the widget is not currently in a tab.
[UEditorUtilityWidget](API\Editor\Blutility\UEditorUtilityWidget) * FindUtilityWidgetFromBlueprint ( class [UEditorUtilityWidgetBlueprint](API\Editor\Blutility\UEditorUtilityWidgetBlueprint) * InBlueprint )